﻿using UnityEngine;
using System.Collections;

[USequencerEvent("粒子系统/停止发射")]
public class USParticleEmitterStopEvent : USEventBase {
	public override void FireEvent()
	{	
		ParticleSystem particleSystem = AffectedObject.GetComponent<ParticleSystem>();
		if(!particleSystem)
		{
            Debug.Log("AffectedObject缺少ParticleSystem（粒子）系统");
			return;
		}
		
		particleSystem.Stop();
	}
	
	public override void ProcessEvent(float deltaTime)
	{
		
	}
}
